/*
The MIT License (MIT)

Copyright (c) 2013 Mike Dapiran, Brian May, Richard Pospesel, and Bert Wierenga

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software 
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#pragma once

namespace hhd
{
	namespace BulletPhysics
	{
		/**
		The RigidBodyType enum tells us what kind of RigidBody we are dealing with.
		**/
		enum RigidBodyType 
		{
			Static = 1, /*Used for objects which never ever move.  Do not EVER move GameObjects with Static RigidBodies because it won't sync*/			
			Kinematic = 2, /*Used for objects which will not be updated by Bullet, only by the user; has zero mass but interacts with the environment.  Bullet RigidBodies sync via the GameObject transform*/
			Dynamic = 4, /*Used for objects which are only moved by Bullet; Users can apply forces however and move the RigidBody via Bullet*/
		};

		/**
		The CollisionShapeType enum gives us a list of CollisionShapes we support
		**/
		enum CollisionShapeType
		{
			Sphere = 1, /*A sphere*/
			Plane = 2, /*A static plane*/
			Box3D = 4, /*A bounding box*/
			CapsuleX = 8,/*A capsule pointing down the X axis*/
			CapsuleY = 16,/*A capsule pointing down the Y axis*/
			CapsuleZ = 32,/*A capsule pointing down the Z axis*/
			Frustum = 64,/*A frustum with a certain aspect ratio and horizontal FOV*/
			ConeX = 128,/* A cone pointing down the X axis*/
			ConeY = 256,/*A cone pointing down the Y axis*/
			ConeZ = 512/*A cone pointing down the Z axis*/
		};
	}
}